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game_systems:combat:maneuvers [2025/05/02 23:47] – [Grapple] reongame_systems:combat:maneuvers [2026/03/09 05:25] (current) – Replacing Move Action with Half Action, hyperlinking elfinlocks
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 ====== Combat Maneuvers ====== ====== Combat Maneuvers ======
  
-===== Combat Maneuver Bonus =====+==== Combat Maneuver Bonus ====
  
 Each character and creature has a **Combat Maneuver Bonus** (or **CMB**) that represents its skill at performing combat maneuvers. A creature’s CMB is determined using the following formula: Each character and creature has a **Combat Maneuver Bonus** (or **CMB**) that represents its skill at performing combat maneuvers. A creature’s CMB is determined using the following formula:
  
-**CMB** = ''Base attack bonus'' + ''Strength modifier'' + ''special size modifier'' + ''talents'' + ''misc modifiers''+**CMB** ''[Limit [[priority:prowess|Prowess]] x 2]'' [''Skill / 2'' + ''Strength modifier'' + ''talents'' + ''enhancement''+ ''circumstance'' + ''special size modifier''
  
-===== Special Size Modifier =====+==== Special Size Modifier ====
  
 Creatures that are size Tiny or smaller use their **Dexterity modifier** in place of their **Strength modifier** to determine their **CMB**. The special size modifier for a creature’s Combat Maneuver Bonus is as follows: Creatures that are size Tiny or smaller use their **Dexterity modifier** in place of their **Strength modifier** to determine their **CMB**. The special size modifier for a creature’s Combat Maneuver Bonus is as follows:
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 Some talents and abilities grant a bonus to your **CMB** when performing specific maneuvers. Some talents and abilities grant a bonus to your **CMB** when performing specific maneuvers.
  
-===== Performing a Combat Maneuver =====+==== Performing a Combat Maneuver ====
  
 When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. By default a combat maneuver requires a full-round action that does not provoke attacks of opportunity. When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. By default a combat maneuver requires a full-round action that does not provoke attacks of opportunity.
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   * Combat maneuvers are **attack rolls**, so you must roll for **concealment** and take any other **penalties** that would normally apply to an attack roll.   * Combat maneuvers are **attack rolls**, so you must roll for **concealment** and take any other **penalties** that would normally apply to an attack roll.
  
-===== Combat Maneuver Defense =====+==== Combat Maneuver Defense ====
  
 Each character and creature has a **Combat Maneuver Defense** (or **CMD**) that represents its ability to resist combat maneuvers. A creature’s CMD is determined using the following formula: Each character and creature has a **Combat Maneuver Defense** (or **CMD**) that represents its ability to resist combat maneuvers. A creature’s CMD is determined using the following formula:
  
-**CMD** = 10 + ''Base attack bonus'' + ''Strength modifier'' + ''Dexterity modifier'' + ''special size modifier'' + ''miscellaneous modifiers''+**CMD** = 10 + ''[[priority:prowess|Prowess]]'' + ''Strength modifier'' + ''Dexterity modifier'' + ''special size modifier'' + ''miscellaneous modifiers''
  
-==== Special Size Modifier ====+=== Special Size Modifier ===
  
 The special size modifier for a creature’s **Combat Maneuver Defense** is as follows: The special size modifier for a creature’s **Combat Maneuver Defense** is as follows:
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 Some talents and abilities grant a bonus to your **CMD** when resisting specific maneuvers. Some talents and abilities grant a bonus to your **CMD** when resisting specific maneuvers.
  
-==== Miscellaneous Modifiers ====+=== Miscellaneous Modifiers ===
  
 A creature can also add any **circumstance**, **talent**, **dodge**, **condition**,te and **sacred** bonuses to **AC** to its **CMD**. Any **penalties to AC** also apply to CMD. A **flat-footed** creature does not add its **Dexterity bonus** to CMD. A creature can also add any **circumstance**, **talent**, **dodge**, **condition**,te and **sacred** bonuses to **AC** to its **CMD**. Any **penalties to AC** also apply to CMD. A **flat-footed** creature does not add its **Dexterity bonus** to CMD.
  
-==== Determine Success ====+=== Determine Success ===
  
 If your **attack roll** equals or exceeds the target’s **CMD**, your maneuver is a success and has the listed effect. Some maneuvers, such as **bull rush**, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. If your **attack roll** equals or exceeds the target’s **CMD**, your maneuver is a success and has the listed effect. Some maneuvers, such as **bull rush**, have varying levels of success depending on how much your attack roll exceeds the target’s CMD.
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-===== Combat Maneuver Types =====+==== Combat Maneuver Types ====
  
-===== Bull Rush =====+==== Bull Rush ====
  
-With the correct Talent you can make a **bull rush** as a **standard action** or as part of a **charge**, in place of the melee attack. A bull rush attempts to **push an opponent straight back without doing any harm**.+With the correct Talent you can make a **bull rush** as a **[[chargen:common_terms#action_types|Half Action]]** or as part of a **charge**, in place of the melee attack. A bull rush attempts to **push an opponent straight back without doing any harm**.
  
 If you do not have the **Powerful Maneuvers** talent, or a similar ability, initiating a bull rush **Requires a Full-Round Action**. If you do not have the **Powerful Maneuvers** talent, or a similar ability, initiating a bull rush **Requires a Full-Round Action**.
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 If his check reveals that he can push the second goblin a total of **20 feet**, he can continue to push **both goblins another 10 feet** (since the first goblin will have moved a total of 15 feet). If his check reveals that he can push the second goblin a total of **20 feet**, he can continue to push **both goblins another 10 feet** (since the first goblin will have moved a total of 15 feet).
  
-===== Disarm =====+==== Disarm ====
  
 You can attempt to **disarm** your opponent **in place of a melee attack**.  You can attempt to **disarm** your opponent **in place of a melee attack**. 
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   * If you **successfully disarm** your opponent **with one hand free**, you may **automatically pick up the item dropped**.   * If you **successfully disarm** your opponent **with one hand free**, you may **automatically pick up the item dropped**.
  
-===== Drag =====+==== Drag ====
  
 You can attempt to **drag** a foe as a **half action**. The aim of this maneuver is to **drag a foe in a straight line behind you** without doing any harm. You can attempt to **drag** a foe as a **half action**. The aim of this maneuver is to **drag a foe in a straight line behind you** without doing any harm.
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 If there is another creature in the way of your movement, the drag ends **adjacent to that creature**. If there is another creature in the way of your movement, the drag ends **adjacent to that creature**.
  
-===== Grapple/Grab =====+==== Grapple/Grab ====
  
-As a **half action**, or as part of a **charge**, you can attempt to **Grapple/Grab** your target—taking firm hold of them or wrestling them.+As a **half action**, or as part of a **charge**, you can attempt to **Grapple/Grab** your target—taking firm hold of them or wrestling them. All participates (willing or unwilling) are treated as adjacent until the Grab or Grapple has ended despite the Reach of either creature. There are few exceptions to this such as bindings at 20 stacks of "Grappled!", some spells and unique creature abilities or Talents.
  
   * You must have **both hands free** or only be wielding a **light weapon** to **Grapple**.   * You must have **both hands free** or only be wielding a **light weapon** to **Grapple**.
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 If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a **Grapple/Grab** **requires a Full-Round Action**. If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a **Grapple/Grab** **requires a Full-Round Action**.
  
-====Grab==== +If the Grabber/Grappler or Grabbed/Grappled is moved or repositioned by an outside force that moves either target outside the reach of the Grabber/Grapplerthen the Grab or Grapple is ended immediatelyA Grabbed/Grappled target may attempt a Bullrush or Reposition Manuever against a target actively Grabbing or Grappling them at -4 or -1 per stack of "Grappled!" (whichever is higher)
-If your **attack exceeds the target’s CMD**, the target is Immobilized and is treated as occupying one of your handsAs a Half action on the grabbed target may attempt to break free using their CMB vs your CMD. If they meet or exceed your CMD they are no longer grabbed or Immobilized. Any attempts to move the target using spell or combat maneuver is opposed by your CMD or Saving Throw.+
  
-====Grapple====+===Grab==
 +If your **attack exceeds the target’s CMD**, the target is Immobilized and is treated as occupying one of your hands. As a Half action on the grabbed target may attempt to break free using their CMB vs your CMD. If they meet or exceed your CMD they are no longer grabbed or Immobilized.  
 + 
 +Any attempts to move the target using a spell or combat maneuver is opposed by your CMD or Saving Throw. 
 + 
 +===Grapple===
 If your **attack exceeds the target’s CMD**, you and the target are Immobilized and is treated as occupying one of your hands. This applies one stack of **Grappled!** to your target. For every 5 you exceed the targets CMD you may apply an additional stack of **Grappled!**. If you currently possess stacks of **Grappled!** you may instead remove 2 stacks. For every 5 you exceed the targets CMD you may remove an additional 2 stacks. If your **attack exceeds the target’s CMD**, you and the target are Immobilized and is treated as occupying one of your hands. This applies one stack of **Grappled!** to your target. For every 5 you exceed the targets CMD you may apply an additional stack of **Grappled!**. If you currently possess stacks of **Grappled!** you may instead remove 2 stacks. For every 5 you exceed the targets CMD you may remove an additional 2 stacks.
  
-===Grappled!===+Any attempts to move the target using a spell or combat maneuver is opposed by your CMD or Saving Throw. 
 + 
 + 
 +==Grappled!==
 Each stack of **Grappled!** applies a -2 on combat casting Each stack of **Grappled!** applies a -2 on combat casting
  
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 After 20 stacks a target may be bound with rope, chain or similarly appropriate bindings. This allows the 20 stacks to remain so long as they are bound successfully. Despite being paralyzed a Bound creature may, once per round, attempt to break the bindings via Escape artist, Break check (based on binding), or CMB. If they exceed your CMD +15 they break free of the bindings and remove all stacks and may take their turn as normal as if they had spent a Full-Round action breaking free. After 20 stacks a target may be bound with rope, chain or similarly appropriate bindings. This allows the 20 stacks to remain so long as they are bound successfully. Despite being paralyzed a Bound creature may, once per round, attempt to break the bindings via Escape artist, Break check (based on binding), or CMB. If they exceed your CMD +15 they break free of the bindings and remove all stacks and may take their turn as normal as if they had spent a Full-Round action breaking free.
-===== Overrun =====+ 
 + 
 +==Grapple Damage== 
 + 
 +Instead of applying stacks of grapple, and with at least one stack of Grappled! applied, you may spend a half action to roll a combat maneuver check to deal direct damage to the target. These deals Unarmed Damage, and an additional 1 damage as a Circumstance Bonus, per 5 stacks of grapple. Unarmed Damage is typically 1d3 + Strength Mod, but may be modified by other paths. 
 +==== Overrun ====
  
 As a **half action**, taken during your **move** or as part of a **charge**, you can attempt to **overrun** a target, moving through its square. You can only overrun an opponent who is **no more than one size category larger** than you. As a **half action**, taken during your **move** or as part of a **charge**, you can attempt to **overrun** a target, moving through its square. You can only overrun an opponent who is **no more than one size category larger** than you.
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   * If your attack **exceeds your opponent’s CMD by 5 or more**, you **move through the target’s space** and the target is **knocked prone**.   * If your attack **exceeds your opponent’s CMD by 5 or more**, you **move through the target’s space** and the target is **knocked prone**.
  
-===== Reposition =====+==== Reposition ====
  
 You can attempt to **reposition** a foe to a different location as a **Half Action**. You can attempt to **reposition** a foe to a different location as a **Half Action**.
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 You **cannot move a creature** into a square that is **occupied by a solid object or obstacle**. You **cannot move a creature** into a square that is **occupied by a solid object or obstacle**.
  
-===== Steal =====+==== Steal ====
  
 You can attempt to **take an item** from a foe as a **Half Action**. This maneuver can be used in **melee** to take any item that is **neither held nor hidden** in a bag or pack.  You can attempt to **take an item** from a foe as a **Half Action**. This maneuver can be used in **melee** to take any item that is **neither held nor hidden** in a bag or pack. 
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   * Your enemy is **immediately aware** of the theft **unless** you possess the **Greater Steal** Talent.   * Your enemy is **immediately aware** of the theft **unless** you possess the **Greater Steal** Talent.
  
-===== Sunder =====+==== Sunder ====
  
 You can attempt to **sunder** an item **held or worn** by your opponent as part of an **half action** or in place of a **melee attack**   You can attempt to **sunder** an item **held or worn** by your opponent as part of an **half action** or in place of a **melee attack**  
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-===== Trip =====+==== Trip ====
  
 You can attempt to **trip** your opponent **in place of a melee attack**. You can attempt to **trip** your opponent **in place of a melee attack**.
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   * Some creatures—such as **oozes**, **creatures without legs**, and **flying creatures**—**cannot be tripped**.   * Some creatures—such as **oozes**, **creatures without legs**, and **flying creatures**—**cannot be tripped**.
  
-===== Feint =====+==== Feint ====
  
 You can attempt to **Feint** your opponent **as a Swift Action**.  You can attempt to **Feint** your opponent **as a Swift Action**. 
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 If your **attack exceeds the target’s CMD**, the target is Impaired. If you exceed the target's CMD by 5 or more they are Impaired for 1d4+1 rounds. If you Exceed the target's CMD by 10 or more they are Vulnerable instead for 1 round and then become Impaired for 1d4 additional rounds after. If your **attack exceeds the target’s CMD**, the target is Impaired. If you exceed the target's CMD by 5 or more they are Impaired for 1d4+1 rounds. If you Exceed the target's CMD by 10 or more they are Vulnerable instead for 1 round and then become Impaired for 1d4 additional rounds after.
  
-=== Special Cases ===+== Special Cases ==
  
   * **–2 penalty** against a creature of **animal Intelligence** (1 or 2)   * **–2 penalty** against a creature of **animal Intelligence** (1 or 2)
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 +====Mounted Combat====
 +
 +[Rules text...]
 +
 +====Splash Weapons====
 +
 +[Rules text...]
 +
 +====Two-Weapon Fighting====
 +
 +[Rules text...]